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Author Topic: Utility: Weatherdwarf (updated for 38a)  (Read 2259 times)

Fuzzpilz

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Utility: Weatherdwarf (updated for 38a)
« on: February 02, 2008, 03:26:00 pm »

 

A link exists.

This doesn't seem to have been done, although it didn't take a lot of effort. It's somewhat misnamed; what it affects is not weather but temperature, which it sets in bulk.

Why do such a thing? Well, I wanted some way to get rid of very large quantities of unneeded stone in one go. This does the trick. Of course, there have been sporadic reports of spontaneous dwarven combustion among the nobility...

Usage:

1) Run DF (27.169.33g or 27.173.38a only right now), get yourself a tile-level cursor (e.g. "look around" mode), put your cursor over one corner of the box you want to set.

2) Run weatherdwarf.exe. It'll prompt you to go back to DF and

3) move the cursor over the opposite corner. This works across Z-levels and doesn't care if you go left to right or right to left or whatever.

4) Go back to Weatherdwarf and press return. Enter your desired temperature and press enter again. Wait. Enjoy.

The temperature range is 0 to 65535, cold to hot. Sane nonlethal temperatures are slightly above 10000. I assume 1 unit is 1 Kelvin or something and 10000 is precisely freezing. 0 doesn't actually make physical sense in that case, but that's dwarves for you.

Note that it will often take a while for your change to take effect, especially if the game is already running slowly.

Thanks to Rick et al. for doing the actual research necessary for this sort of thing.

[ February 12, 2008: Message edited by: Fuzzpilz ]

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Armok

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #1 on: February 02, 2008, 03:40:00 pm »

MOAHAHAHAHAH!  :D

To bad I generally don't use utilities... I must change that habit.

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So says Armok, God of blood.
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Luckymoose

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #2 on: February 02, 2008, 03:41:00 pm »

I will give this a try later, not on my current fort, but on another one. This could come in handy for freezing large water areas (I don't know if oceans can be frozen) and also like you said about the stones.

Does this instantly kill your dwarves?

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Fuzzpilz

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #3 on: February 02, 2008, 03:44:00 pm »

Not quite instantly, it usually takes a few frames. Dwarves are hardy. But all their equipment catches fire or melts and then they either "burn to death" or "die in the heat".
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Nite/m4re

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #4 on: February 02, 2008, 06:04:00 pm »

Haha! Now I can burn all the goblins useless clothing!!! This made my day. Thank you.
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Luckymoose

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #5 on: February 02, 2008, 06:40:00 pm »

Does it melt everything? Like do I need a underwater safe house for my Dwarves to be in?  :p
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twincannon

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #6 on: February 02, 2008, 07:16:00 pm »

quote:
Originally posted by Nite/m4re:
<STRONG>Haha! Now I can burn all the goblins useless clothing!!! This made my day. Thank you.</STRONG>

Oh wow, this will indeed be a nice solution to the clothing-barracks issue. Good times!

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Fuzzpilz

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #7 on: February 02, 2008, 07:26:00 pm »

Items melt. Walls and floors don't. (And trees don't burn.)

You can freeze water or melt ice, but it snaps back pretty quickly - it seems seasonal freezing isn't left to temperature but is instead handled by magic, so you can't keep pools frozen or unfrozen out of season. There seems to be some general weirdness regarding when the temperature gets checked and when it doesn't, and the way heat spreads or fails to. In some cases Weatherdwarf will fail to have any effect at all, I haven't found a way to force a temperature update or something.

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twincannon

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #8 on: February 02, 2008, 07:31:00 pm »

It's saying it can't find DF process. Does it need to be in any specific directory?
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Fuzzpilz

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #9 on: February 02, 2008, 07:35:00 pm »

No, but DF has to be running, and the executable has to be called dwarfort.exe. What OS are you on?
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twincannon

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #10 on: February 02, 2008, 07:49:00 pm »

XP Pro. dwarfort.exe is in a directory on my desktop - it's Mayday's copy of 33g - and weatherdwarf.exe is on the desktop itself.
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Fuzzpilz

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #11 on: February 02, 2008, 07:58:00 pm »

Try this version and, if it still doesn't work, tell me if it at least shows you some sort of list of processes you're running.
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twincannon

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #12 on: February 02, 2008, 09:04:00 pm »

That one works. Thanks.  :)
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Idiom

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #13 on: February 02, 2008, 09:58:00 pm »

I can't seem to melt anything, or freeze anything. Even at 0 or 65535. I can warm up the walls... but that's it. No spontaneous combustion.
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Earthquake Damage

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #14 on: February 02, 2008, 10:09:00 pm »

Wow.  I just created a firestorm that's destroyed nearly a third of a 6x6 map.

So the first autumn caravan arrives and I want their food, figuring I may get too many immigrants.   I didn't have any crafts yet, so I set my two craftsdwarves to work.  The bastards kept half-finishing their tasks then cancelling to eat, drink, and sleep.  The caravan was about to leave and nothing was ready to trade, so I thought I'd team them a lesson.  My craft shops are a short distance away from the rest of the camp, so I figure it's safe to call heavenly fire down upon the lazy wretches.  So, over a 6x3 area I raised the temperature to 30000 (approx. 20000 Fahrenheit).

I didn't expect the fire to spread and engulf the entire shrubland map.  I now have one dwarf left inside a shrinking ring of fire.


Also, my Mason's Workshop is now made of !!!XX(Tower-cap wood)XX!!!

[ February 02, 2008: Message edited by: Earthquake Damage ]

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